2
votes
1answer
43 views

How can I tint a Texture2D with a gradient?

I am working on a lighting system for my game. Instead of lighting each tile completely with only one color, I want to create a gradient on that tile so to make the lighting look more dynamic and ...
0
votes
0answers
29 views

Volumetric spotlight

Hy I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution. ShaderX3's approach dividing the light volume ...
2
votes
0answers
99 views

How to implement simple shadows on XNA?

UPDATE: See photos below the description I try desperately to implement shadows on my XNA games. My game is a style of games like Voxel (minecraft). The problem is that I do not find support / ...
4
votes
1answer
111 views

Using sky for indirect lighting - should I remove the sun?

I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap. When rendering an object, I first calculate the direct lighting contribution using ...
1
vote
2answers
213 views

Diffuse light direction

I'm learning a tutorial from Rastertek about diffuse light with DX 11, here's the shader code: float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 ...
9
votes
2answers
733 views

Handle many lights in a scene (with shaders)

I'm curious about how to handle many lights in a scene. Given a very big map in a role playing game, with dungeons (with lights in there) etc. I know about deferred lighting, but that only answers how ...
1
vote
1answer
300 views

Materials when rendering geometry

When specifying the material (ambient/diffuse/specular) for use in lighting calculations, what level of detail is the material specified at? Per vertex, mesh, bone?
6
votes
3answers
1k views

Common light map practices

My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want ...